diff --git a/projects/1.19/assets/mega-cells/megacells/lang/zh_cn.json b/projects/1.19/assets/mega-cells/megacells/lang/zh_cn.json index 9df359d05ce3..07fbc8338813 100644 --- a/projects/1.19/assets/mega-cells/megacells/lang/zh_cn.json +++ b/projects/1.19/assets/mega-cells/megacells/lang/zh_cn.json @@ -67,7 +67,7 @@ "item.megacells.portable_chemical_cell_256m": "256M便携化学品元件", "item.megacells.compression_card": "压缩卡", - "item.megacells.greater_energy_card": "大型能量卡", + "item.megacells.greater_energy_card": "大型能源卡", "item.megacells.cable_mega_pattern_provider": "MEGA样板供应器", "item.megacells.decompression_module": "MEGA解压缩模块", diff --git a/projects/1.20/assets/mega-cells/megacells/lang/zh_cn.json b/projects/1.20/assets/mega-cells/megacells/lang/zh_cn.json index 81cf24b4fc4e..218ffc9ae440 100644 --- a/projects/1.20/assets/mega-cells/megacells/lang/zh_cn.json +++ b/projects/1.20/assets/mega-cells/megacells/lang/zh_cn.json @@ -52,7 +52,7 @@ "item.megacells.fluid_storage_cell_256m": "256M MEGA流体存储元件", "item.megacells.fluid_storage_cell_4m": "4M MEGA流体存储元件", "item.megacells.fluid_storage_cell_64m": "64M MEGA流体存储元件", - "item.megacells.greater_energy_card": "大型能量卡", + "item.megacells.greater_energy_card": "大型能源卡", "item.megacells.item_storage_cell_16m": "16M MEGA物品存储元件", "item.megacells.item_storage_cell_1m": "1M MEGA物品存储元件", "item.megacells.item_storage_cell_256m": "256M MEGA物品存储元件", diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/assets/diagrams/bulk_cell_compressed_1.png b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/assets/diagrams/bulk_cell_compressed_1.png new file mode 100644 index 000000000000..68a92b5f5610 Binary files /dev/null and b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/assets/diagrams/bulk_cell_compressed_1.png differ diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/assets/diagrams/bulk_cell_compressed_2.png 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+标准的元件通常可以容纳最多63种不同的物品,大宗元件则只能存储单种物品。单看这一点,这种元件可能没什么用,但大宗元件的第一项关键优势就在此显现:标准元件的各类型只能存储有限个物品,大宗元件则能存储**_无限_**个。对,确实是*无限*个,至少在使用环境下是这样。*(如果真的很好奇,可以看下方的“技术性事项”一节。)* + +还有一件事需要注意,大宗元件无法用AE2和MEGA已有的元件外壳合成,而是要使用专门的下界合金外壳,每次都需自原材料和对应组件开始从头制作。正因此,大宗元件无法拆解为组件和外壳——不过也没有必要这么做就是了。 + + + + + + +新制成的大宗元件无法直接使用;首先应为其*分区*(过滤),以指定它要接收的物品。可在中,以及本模组内便捷的中进行此操作。经过分区的元件即会接收对应物品,甚至会优先于其他元件进行接收,乃至成为该物品的唯一目标位置。 + +![空大宗元件](assets/diagrams/bulk_cell_empty.png) +![经过分区的大宗元件](assets/diagrams/bulk_cell_partitioned.png) +![装有物品的大宗元件](assets/diagrams/bulk_cell_with_contents.png) + +在元件开始接收和存储对应物品之后,只要过滤设置与已有的物品一致,即可和常规的元件一样存入取出。但如果这一过滤设置误遭清除或更改,元件就会出错,无法再接收新物品。不过,为方便紧急使用和恢复,元件中已有的物品依然可以取出;而且,一旦过滤设置恢复或元件被清空(新设置了非空过滤),元件即会恢复正常。 + +![不匹配的大宗元件过滤(空)](assets/diagrams/bulk_cell_mismatch_1.png) +![不匹配的大宗元件过滤(其他物品)](assets/diagrams/bulk_cell_mismatch_2.png) + +### 容量的技术性事项: + +人们通常会认为Minecraft模组中所谓“无限容量”只是某种数量数据类型的最大值,比如Java中“整形”(int)的上限(约21.4亿),“长整型”(long)的上限(约920*京*,或9.2 \* 10^**18**),甚至是“双精度浮点数”(double)的上限(可达10的*308*次方,但因无法覆盖所有整数不适用于此情况)。 + +大宗元件则不使用这些原始类型,而是能存储任意大的数量,远超常人可理解的范围。即便任意ME网络对其中某一类物品的处理和显示上限均只是前文所提的920京个,从内部原理看来,大宗元件也依然可以超越这一限制,且可以表现出它超越了限制。 + +![存有(Long.MAX_VALUE - 1)个物品的大宗元件](assets/diagrams/bulk_cell_max_count_1.png) +![存有超过Long.MAX_VALUE个物品的大宗元件的显示效果](assets/diagrams/bulk_cell_max_count_2.png) + +## 大宗压缩 + + + + + +到目前为止,我们已经相对全面地介绍了大宗元件作为单种物品无底洞的功能。但是,玩家们都有此共识:在存储系统中,*金属锭*等部分物品应特殊对待。通常看来,铸锭等资源在存储和合成中会呈现为多种形态,例如存储时使用较大的“块”以缩减空间占用,以及合成时使用较小的“粒”等。这些不同的形态应当和对应的锭一同处理,但最基础的大宗元件却无法做到。 + +这时就要**_大宗压缩_**机制出马了。这种机制由**压缩卡**激活,它是专门为此给大宗元件设计的[升级卡](ae2:items-blocks-machines/upgrade_cards.md)。 + + + +借由此卡启用*压缩*功能之后,大宗元件即可识别并接收其分区物品的此类衍生物,还会自动将它们“压缩”为物质量最大的形态。这种自动压缩会参照相应变种的合成配方运作:如果某配方将一(1)个金属锭变成了九(9)个金属粒,同时还有配方反向将粒合成为锭,分区为该金属的大宗元件就能同时接收该金属的锭和粒,并会在可能时立即将存入的9个粒变为1个锭。 + +而且,自动压缩功能还会扩展到*所有*物质量更大的形态,比如金属块和部分模组中进一步“压缩”的产物。所有这些都视作一长串形态“链”统一管理。 + +![启用压缩的大宗元件](assets/diagrams/bulk_cell_compressed_1.png) + +![启用压缩的大宗元件的内容物](assets/diagrams/bulk_cell_compressed_2.png) +![启用压缩的大宗元件的内容物(安装有AllTheCompressed)](assets/diagrams/bulk_cell_compressed_3.png) + +为让此机制正常运作,大宗元件在内部只会通过可合成的最小形态“单位”物品存储实际“数量”——通常是金属粒、宝石碎片、粉,或者其他类似物品。启用此机制的大宗元件会接收“链”中的所有物品,并在合适的情况下将它们转换成一定量的“单位”。甚至还可按照任意一种形态*取出*物品——无论是通过等自动手段,还是在[终端](ae2:items-blocks-machines/terminals.md)中*Shift*点击取出。 + +如果有模组加入了某种资源的高阶“压缩”方块,此时就可能需要限制自动压缩的上限,以更好地追踪该资源在某种形态下的数量;比如说,要按锭统计该资源的吞吐量时。为此目的,元件工作台内启用压缩的大宗元件可以循环切换其“压缩**截断**”设置,以此规定元件中资源的最大形态和自动压缩的停止位置。左击按钮会向最小形态循环切换,右击则向最大和最压缩形态。 + +![大宗元件默认截断](assets/diagrams/bulk_cell_cutoff_1.png) +![大宗元件较低截断](assets/diagrams/bulk_cell_cutoff_2.png) + +![截断后大宗元件的内容物](assets/diagrams/bulk_cell_cutoff_3.png) + +元件在启用压缩后,其“过滤不匹配”行为的限制会稍稍放松:元件会根据所分区物品“记忆”它需管理的形态链;如果过滤配置误遭清除,还可使用链中的任意物品恢复,而非只可使用原本的物品。而且,为在增、删、改较小形态的相关配方时进行处理和纠错,元件还会记录和追踪“单位系数”——所配置的“形态”相当于多少个“单位”——且会在此类情况出现后及时进行相应更新。 + +如果还是遇到了最坏情况——无论(重新)为大宗元件设置何种分区,它都依然处于前文的“恢复”模式而无法恢复正常——元件中形态小于等于原有分区设置的物品也均可安全恢复。这是最后的兜底措施。 + +## 解压缩模块 + + + + + + +到目前为止还不错。我们已经知道,无论是玩家自己操作还是经由等设备,启用压缩的大宗元件都可以轻松处理任意形态的输入输出。但是,自动合成又该怎么办呢? + +这一点就稍微有些复杂了。AE2中的[自动合成](ae2:ae2-mechanics/autocrafting.md)系统遵循“所见即所得”的假设。如果存储系统只回报称“有5个铁锭”,自动合成系统便会假定只有5个铁锭。如果没有[样板](ae2:ae2-mechanics/autocrafting.md#样板)可供制造更多铁锭,那么所有合成任务都最多只能取用5个,需要更多锭的任务都无法执行。问题就在于,假如某启用压缩的大宗元件恰巧设置为存储铁锭,且其截断位置高于铁锭,存储系统就有可能永远无法回报超过(通常来说是)8个铁锭,自动合成系统也因此无法执行步骤中要求更多锭的合成任务。 + +解决方法是**MEGA解压缩模块**线缆子部件。它相对来说功能不多,基本只用来扩展常规网络的自动合成系统及设施。 + + + +网络中任意位置处有解压缩模块时,它即会持续搜索网络中启用压缩的大宗元件,并据此为各个元件生成出一系列的专用“伪样板”。这些样板会涵盖对应元件中形态链上的每一个物品,且它们完全在内部进行处理,不需要专门配备设施。这之后,自动合成系统便会如预期一般运转,按需“合成”更多物品,虽然技术上网络里原本就有这些物品。 + +![解压缩样板](assets/diagrams/bulk_cell_decompression.png) + +这些样板会遵守各大宗元件的截断设置;形态小于截断位置的物品对应的样板会使用大形态*拆分*出小形态,大于截断位置的则使用小形态合成为大形态。而无论合成的方向如何,模块均会为截断位置两侧的所有形态生成样板,以便执行需要对应物品的大型合成任务。 + +还可在模块内同时设置所有此类样板的“全局”[优先级](ae2:ae2-mechanics/autocrafting.md#优先级)。系统会综合考虑它和所有常规的自动合成基础设施——比如内有某形态对应样板的样板供应器。右击模块即可打开优先级菜单。 + +解压缩模块基本可以说是“无需维护”的设备,整个网络中通常只需一个模块就能启用所有相应的自动合成功能。**_但还是务必注意_**,模块的作用范围只在同网络,且只能追踪网络内ME箱子和ME驱动器中的元件。譬如说,它**_无法跨越_**[子网络](ae2:ae2-mechanics/subnetworks.md)。因此,搭建网络时应保证大宗存储集中于主网络,以便模块统一识别。 diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/crafting.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/crafting.md new file mode 100644 index 000000000000..21ab3ef96671 --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/crafting.md @@ -0,0 +1,73 @@ +--- +navigation: + title: MEGA自动合成 + icon: 256m_crafting_storage + parent: index.md + position: 020 +categories: + - megacells +item_ids: + - mega_crafting_unit + - 1m_crafting_storage + - 4m_crafting_storage + - 16m_crafting_storage + - 64m_crafting_storage + - 256m_crafting_storage + - mega_crafting_accelerator + - mega_crafting_monitor + - mega_pattern_provider + - cable_mega_pattern_provider +--- + +# MEGA元件:自动合成 + + + + + + +## MEGA[合成CPU](ae2:items-blocks-machines/crafting_cpu_multiblock.md) + + + + + + + + + + +与存储元件一样,MEGA还添加了可供合成CPU使用的高等级存储方案。不过,为协调它们强大的能力,这些方案需要专用版本的。此类设备极大的存储空间足够轻松处理极大的合成任务,它们漆黑的外观更是*酷到爆炸*。 + + + + + + + + +作为附赠,MEGA添加了MEGA版本的。每个并行处理单元带来的新并行线程不只一个,而是足足*四*个。 + + + + +而也是为了补齐全套,MEGA同样添加了MEGA版本的。它的功能和标准的监控器没有区别,不过它确实可以作为先前所提设备的补充,能保证外观风格一致——整个CPU多方块都是时髦的漆黑。 + + + + +## MEGA样板供应器 + + + + + + + + +**MEGA样板供应器**可协同运作;同时,为顺应提供大容量好用AE2设备的潮流,它的样板容量是标准供应器的两倍,也即可存储并处理18个样板。然而,它也因此进行了功能上的取舍——它只接受[**处理样板**](ae2:items-blocks-machines/patterns.md)。也就是说,它不太能和一起运作。 + + + + + diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/energy.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/energy.md new file mode 100644 index 000000000000..5c37a0ec4a36 --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/energy.md @@ -0,0 +1,32 @@ +--- +navigation: + title: 能量存储 + icon: greater_energy_card + parent: index.md + position: 030 +categories: + - megacells +item_ids: + - mega_energy_cell + - greater_energy_card +--- + +# MEGA元件:能量 + +MEGA如果不提供大容量的[能量](ae2:ae2-mechanics/energy.md)存储,那堪称玩忽职守,好在实际上此类存储手段的确存在。 + +## 超密能源元件 + + + +*超密能源元件*的储能容量是的8倍,是标准的64倍,总量可达每元件1280*万*AE。大型[空间IO](ae2:ae2-mechanics/spatial-io.md)设施、需要大型能量缓冲的传输操作,这些都是这种能源元件擅长的领域,而且相比之下它体积更小更紧凑! + + + +## 大型能源卡 + + + +超密能源元件还可用于合成超级强化版的,以此为便携存储元件和[无线终端](ae2:items-blocks-machines/wireless_terminals.md)等无线基础设施提供更大的能量缓存。AE2自身的此类设备也支持它,就和支持常规的能源卡一样。不过,[MEGA便携元件](storage.md#MEGA便携元件)能耗更高,它们在增加能量容量时*只*会接受大型能源卡。 + + diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/extras.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/extras.md new file mode 100644 index 000000000000..410007da003e --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/extras.md @@ -0,0 +1,69 @@ +--- +navigation: + title: 附加 + icon: mega_interface + parent: index.md + position: 060 +categories: + - megacells +item_ids: + - mega_interface + - cell_dock + - portable_cell_workbench +--- + +# MEGA元件:附加 + +在介绍过本附属的主要内容之后,为全面介绍也为方便实验,我们现在来总结MEGA中较为小型的额外特性和功能。 + +## MEGA接口 + + + + + + + + +**MEGA接口**是的补充,相当于容量翻倍的。槽位、输入输出、吞吐量、库存维持能力等,这些都是原本接口的两倍。 + + + + +## 便携元件工作台 + + + +**便携元件工作台**和附属的其他内容相比有些不太合群,它只是个……*更小型*的。它的体积甚至小到一掌可握,但它依然能够和往常一样配置各式存储元件。 + +没人清楚一整台元件工作台是怎么塞得进这个物品的。 + + + +## 元件坞 + + + + + + +最后,还有一个设备同样是相较更小型而非更大型;也正因此它更加不合群,甚至都无法心安理得地称其为“MEGA”物品。 + +从某种方面看来,**ME元件坞**像是一个设计更紧凑的:同一时刻下它可容纳单个存储元件。虽然它缺失了ME箱子的部分额外功能——比如自带的终端,它也依然可用作小体积的存储空间。特别来说,因为它是“面板”形态的[线缆子部件](ae2:ae2-mechanics/cable-subparts.md),所以单格内的单个线缆可安装多个元件坞。或许在紧凑的子网络需要某种暂时的缓存时,会有人用到它。 + + + +## “经典元件配色” + +作为可选的视觉效果回滚,MEGA提供了下述的资源包,供用户选用。 + +![经典元件配色资源包](assets/diagrams/cell_colours_pack.png) + +在Minecraft 1.21版本之前,AE2及其附属的发布版均为存储元件套组的纹理选用了一套5点配色方案:自1k的红棕色起始,经黄色、绿色、蓝色,最终在256k处变为淡紫罗兰色/薰衣草色。MEGA的各元件同样遵循了这一惯例,1M为深红色,至256M为较深的紫罗兰色。 + +![旧版元件纹理](assets/diagrams/cell_colours_old.png) + +AE2在1.20.x之后的版本大幅重绘了纹理,各存储元件的配色变化也更加精细。AE2基础存储元件的色调会随其等级增加而从蓝色变为绿色,MEGA则选择延续了这一变化:从黄色到红色再到粉红色。这种设计虽说也很不错,但保留旧版选项也是为顺应更喜欢原本配色方案的人的体验。 + +![AE2元件配色](assets/diagrams/cell_colours_ae2.png) +![MEGA元件配色](assets/diagrams/cell_colours_mega.png) diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/index.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/index.md new file mode 100644 index 000000000000..ad323d581222 --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/index.md @@ -0,0 +1,46 @@ +--- +navigation: + title: "附属:MEGA元件" + position: 80 +item_ids: + - accumulation_processor + - accumulation_processor_press + - printed_accumulation_processor + - sky_steel_ingot + - sky_steel_block +--- + +# MEGA元件 + +![MEGA元件图标](assets/logo.png) + +## 介绍 + +**MEGA元件**是应用能源2(Applied Energistics 2)的附属,为其添加了容量低至**1M**、高达**256M**的高阶存储方案,以及若干专门定制的特性,如更专长于某一方面的存储元件和与之相关的附加工具。 + +## 开始与入门 + + + + + + +存储手段的新高峰自然需要新材料。在MEGA基础设施的搭建过程中,最重要的资源就是大量:它可同铁、一起制成**陨钢**。水不足以加工此类金属,制造前应先使用更热的流体熔化它们。 + + + + + +制成陨钢后,即可用其组装出一种全新的处理器——**累积处理器**。从基础的大容量元件到其他各种专用工具,这种处理器是几乎所有MEGA设备的独特“骨干”。 + + + + + + + +从此刻开始,相信“*MEGA集团*”的各式产品能助你走得更远,能助你激发出ME存储系统和基础设施的全部潜能。 + +## 延伸阅读 + + diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/radioactive_cell.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/radioactive_cell.md new file mode 100644 index 000000000000..08489686403f --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/radioactive_cell.md @@ -0,0 +1,38 @@ +--- +navigation: + title: 放射性化学品元件(通用机械兼容限定) + icon: radioactive_chemical_cell + parent: index.md + position: 050 +categories: + - megacells +item_ids: + - radioactive_cell_component + - radioactive_chemical_cell +--- + +# MEGA元件:放射性化学品元件 + +作为广泛兼容的一部分,MEGA为使用‌*通用机械(Mekanism)*‌和**_应用能源:通用机械附属(Applied Mekanistics)_**的玩家们添加了第二套专用的元件。而如果你没有安装这两者中的任意一个,下方的配方出了错,大可放心无视本页,假装这个元件不存在即可。 + +## 放射性化学品元件 + + + + + + +**MEGA放射性化学品元件**物如其名,用于存储‌*通用机械(Mekanism)*‌的“化学品”;它是‌*应用能源:通用机械附属(Applied Mekanistics)*‌(及MEGA自身对其的兼容)中常规存储元件的补充。通常而言,使用常规的化学品元件时,各位会发现它们附带一条警告:它们不会存储任何*放射性*的化学品,在通用机械中一般指*核废料*、*钋*、*钚*。而放射性元件则自然*只会*存储上述化学品。 + + + + + + +放射性元件和较为相似:它只能存储给定的单种放射性化学品,运作前也必须先分区。但两者的相似之处就只有这么多:放射性元件的存储量有限,最多为*256[字节](ae2:ae2-mechanics/bytes-and-types.md)*。不过就算这样,它的容量也相当于*2048桶*,或4个放射性废料桶,实际却只需占用一个元件的空间。 + +![装有钋的放射性元件](assets/diagrams/radioactive_cell.png) + +而为容纳和存储此类高能物质,元件的能耗会大幅上涨,以(天知道什么方法)将它们维持在相对稳定的状态。与的0.5 AE/t、的2.5 AE/t、的5 AE/t等常见能耗相比,单个放射性元件位于接入网络的ME箱子或ME驱动器时,会消耗足足**250 AE/t**。 + +最后,为鼓励通用机械的玩家们继续以原方法妥善处理核废料,放射性元件依旧明令禁止存储‌***用尽的*核废料**。*默认情况下*,想逃过监控裂变反应堆这一步没那么简单。而对那些仍希望使用简单方法的玩家来说,这一行为是可配置的。*如何*配置这一行为留给读者作为习题。 diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/storage.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/storage.md new file mode 100644 index 000000000000..9ecc2f399e2d --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/_zh_cn/storage.md @@ -0,0 +1,146 @@ +--- +navigation: + title: MEGA存储 + icon: item_storage_cell_256m + parent: index.md + position: 010 +categories: + - megacells +item_ids: + - cell_component_1m + - cell_component_4m + - cell_component_16m + - cell_component_64m + - cell_component_256m + - mega_item_cell_housing + - mega_fluid_cell_housing + - mega_chemical_cell_housing + - mega_source_cell_housing + - mega_mana_cell_housing + - mega_experience_cell_housing + - item_storage_cell_1m + - item_storage_cell_4m + - item_storage_cell_16m + - item_storage_cell_64m + - item_storage_cell_256m + - fluid_storage_cell_1m + - fluid_storage_cell_4m + - fluid_storage_cell_16m + - fluid_storage_cell_64m + - fluid_storage_cell_256m + - chemical_storage_cell_1m + - chemical_storage_cell_4m + - chemical_storage_cell_16m + - chemical_storage_cell_64m + - chemical_storage_cell_256m + - source_storage_cell_1m + - source_storage_cell_4m + - source_storage_cell_16m + - source_storage_cell_64m + - source_storage_cell_256m + - mana_storage_cell_1m + - mana_storage_cell_4m + - mana_storage_cell_16m + - mana_storage_cell_64m + - mana_storage_cell_256m + - experience_storage_cell_1m + - experience_storage_cell_4m + - experience_storage_cell_16m + - experience_storage_cell_64m + - experience_storage_cell_256m + - portable_item_cell_1m + - portable_item_cell_4m + - portable_item_cell_16m + - portable_item_cell_64m + - portable_item_cell_256m + - portable_fluid_cell_1m + - portable_fluid_cell_4m + - portable_fluid_cell_16m + - portable_fluid_cell_64m + - portable_fluid_cell_256m + - portable_chemical_cell_1m + - portable_chemical_cell_4m + - portable_chemical_cell_16m + - portable_chemical_cell_64m + - portable_chemical_cell_256m + - portable_source_cell_1m + - portable_source_cell_4m + - portable_source_cell_16m + - portable_source_cell_64m + - portable_source_cell_256m + - portable_mana_cell_1m + - portable_mana_cell_4m + - portable_mana_cell_16m + - portable_mana_cell_64m + - portable_mana_cell_256m + - portable_experience_cell_1m + - portable_experience_cell_4m + - portable_experience_cell_16m + - portable_experience_cell_64m + - portable_experience_cell_256m + - sky_bronze_ingot + - sky_bronze_block + - sky_osmium_ingot + - sky_osmium_block +--- + +# MEGA元件:存储 + + + + + + +## MEGA[存储元件](ae2:items-blocks-machines/storage_cells.md) + + + + + + + + + + +如先前所提,是搭建所有MEGA基础设施的第一步,而更高阶的存储元件又是基础设施中的第一步。这种处理器能*大大增强*的能力,无论是刚开始的**1M**(相当于“1024k”),还是最高的M级——**256M**——它的存储容量甚至超出了256k的*1000*倍。 + + + + + + + +当然,能力更强的存储组件在启动时需要能力更强的元件外壳。M级组件所用的物品元件则需要陨钢合成。 + + + + + + + +流体和其他各种事物都有专门的元件外壳。而实践表明,陨石的性能足够强大,它与其他材料合金所得的材料可以用来制造这些外壳;譬如,制造流体元件外壳所需的**陨青铜**即是与铜合金而来。即使是本指南未能涵盖的事物,MEGA也有可能支持,且有专门为其设计的元件和元件外壳。 + + + + + + + + + + + + + + + + +## MEGA[便携元件](ae2:items-blocks-machines/storage_cells.md#便携物品元件) + +MEGA的所有元件均有对应的便携版本,和AE2自身一样;不过这些元件的大容量需要的能量相对较多。因此,合成这些元件时用到的是,而非常规的。 + +虽然此类便携元件同样支持适用于常规ME便携元件的所有[升级](ae2:items-blocks-machines/upgrade_cards.md),但就它们较大的能量容量和消耗量而言,常规的*不太*足够。相应的功能则只有能实现。 + + + + diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/assets/diagrams/bulk_cell_compressed_1.png b/projects/1.21/assets/mega-cells/megacells/ae2guide/assets/diagrams/bulk_cell_compressed_1.png new file mode 100644 index 000000000000..a804e35d152e Binary files /dev/null and b/projects/1.21/assets/mega-cells/megacells/ae2guide/assets/diagrams/bulk_cell_compressed_1.png differ diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/assets/diagrams/bulk_cell_compressed_2.png b/projects/1.21/assets/mega-cells/megacells/ae2guide/assets/diagrams/bulk_cell_compressed_2.png new file mode 100644 index 000000000000..3123601728e6 Binary files /dev/null and b/projects/1.21/assets/mega-cells/megacells/ae2guide/assets/diagrams/bulk_cell_compressed_2.png differ diff --git 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+# MEGA Cells: Bulk Item Cell + +We now move onto the first of MEGA's bespoke *specialised* storage cells. This is where things get interesting. + +## Bulk Item Cell + + + + + + +The **MEGA Bulk Item Cell** is, in many ways, a sort of antithesis to the +[conventional storage cell](ae2:items-blocks-machines/storage_cells.md). + +While a standard cell is generally capable of holding up to 63 different types of items, the Bulk Cell is only capable +of storing a single type within itself. Now, in and of itself, this would make the cell rather pointless, but the Bulk +Cell does have one key advantage to start with: unlike the finite quantity of each item type on a standard cell, a Bulk +Cell is able to store an ***infinite*** amount of that single item type. And I do mean *infinite*, at least in a +practical sense. *(see the "Technical Bore" section a bit lower down if you're curious enough)* + +Also worth noting is that the Bulk Cell is not craftable with any of the existing cell housings offered by either AE2 or +MEGA, instead opting for its own dedicated Netherite housing, always crafted from scratch together with its dedicated +component. For this reason, the Bulk Cell also cannot be disassembled back into its component and housing — though there +wouldn't be much point in doing so anyway. + + + + + + +A newly-crafted Bulk Cell cannot yet function; first it needs to be *partitioned* (filtered) to designate what item it +will store. This is done using a or our convenient +. Once this has been done, the cell will begin to take in that respective item, +even prioritising itself as the first and probably only place that this item will be sent to from the moment its filter +is set. + +![Empty Bulk Cell](assets/diagrams/bulk_cell_empty.png) +![Partitioned Bulk Cell](assets/diagrams/bulk_cell_partitioned.png) +![Bulk Cell with contents](assets/diagrams/bulk_cell_with_contents.png) + +Once the cell has started to take in and store its respective item type, as long as the filter remains the same as the +item now already contained, it will continue to function and allow both further insertion and extraction just as a +regular cell would. Should this filter be accidentally either cleared or replaced, however, the cell will error out and +become unable to accept any new items. It will, however, allow for the extraction of its existing contents in case of +emergency and for the sake of recovery, and once either the original filter has been replaced or the cell has been +emptied (given a new non-empty filter), it will continue to function again as normal. + +![Mismatched Bulk Cell filter (empty)](assets/diagrams/bulk_cell_mismatch_1.png) +![Mismatched Bulk Cell filter (other item)](assets/diagrams/bulk_cell_mismatch_2.png) + +### The Technical Bore About Capacity: + +One might commonly think of an "infinite capacity" in any given Minecraft mod as just being the maximum possible value +of a given type of numerical data, such as the limit within Java for an "int" (around 2.14 billion), a "long" (around +9.2 *quintillion*, or 9.2 \* 10^**18**) or even a "double" (which already reaches *308* orders of magnitude, though it +wouldn't be suitable here at all for working with whole-number quantities). + +The Bulk Cell casts all of these primitive types by the wayside, and is instead designed in such a way to hold any +arbitrarily large quantity a user could reasonably conceive. Indeed, even though any given ME network will only ever be +able to handle and display up to the aforementioned 9.2 quintillion of any given item type stored within it, the Bulk +Cell is internally capable of going beyond this limit, and at the very least alluding to the fact that it may have done +so. + +![Bulk cell item count of (Long.MAX_VALUE - 1)](assets/diagrams/bulk_cell_max_count_1.png) +![Bulk cell item count as displayed past Long.MAX_VALUE](assets/diagrams/bulk_cell_max_count_2.png) + +## Bulk Compression + + + + + +So far, we've done a good job of covering how a bulk cell works as an effectively bottomless pit for any one arbitrary +item type. However, it is widely understood among most players that some item types — namely, resources such as *metal +ingots* — have to be treated a bit differently for storage purposes. Very often, such resources like ingots will take +multiple forms for storage and crafting purposes, such as their larger "block" counterparts for the former to minimise +space and their smaller "nugget" form for the latter. While these are usually better off handled together with their +respective ingot in some way, a Bulk Cell, in its bog-standard form, would not easily cope with this expectation. + +This is where the ***Bulk Compression*** mechanic comes in thanks to the **Compression Card**, a unique +[upgrade card](ae2:items-blocks-machines/upgrade_cards.md) exclusive to the Bulk Cell for this purpose. + + + +With *Compression* enabled through this card, a Bulk Cell can be made aware of such variant forms of the resource being +kept track of, in order to equally accept these variants and automatically "compress" them as they enter into their next +highest variant. This automatic compression works according to the crafting recipes associated with these variants: if +one of these recipes turned something such as one (1) metal ingot into nine (9) nuggets of that metal and another +recipe turned those nine nuggets back into the one original ingot, a Bulk Cell configured to store that metal would be +able to accept both the ingot and nugget form of that metal, turning every 9 nuggets inserted into another ingot on the +fly. + +Furthermore, this automatic compression extends to *all* higher variants, such as metal blocks and even more heavily +"compressed" versions of those blocks provided by such mods, altogether handled as one long "chain" of variants +from smallest to largest. + +![Bulk cell with compression enabled](assets/diagrams/bulk_cell_compressed_1.png) + +![Compression-enabled bulk cell contents](assets/diagrams/bulk_cell_compressed_2.png) +![Compression-enabled bulk cell contents (+ AllTheCompressed)](assets/diagrams/bulk_cell_compressed_3.png) + +In order for this mechanic to work, a Bulk Cell internally only keeps track of its actual "quantity" as the amount of +the smallest possible "unit" item that the resource can be crafted down into — typically either a metal nugget, a gem +shard, a dust or some other equivalent. Along the wider chain mentioned earlier, a Bulk Cell with this mechanic enabled +will happily accept any and all of these variants both higher and lower, converting them into some amount of "units" +where applicable, and even allow for any one of these to be *extracted* through either automated means — such as the + and — or even a +[terminal](ae2:items-blocks-machines/terminals.md) (when *Shift*-clicking to extract). + +In the case where a mod may be present adding far greater "compressed" block versions of a resource, it may be desirable +to limit just how high a resource can go with auto-compression to be able to more easily track the amount of that +resource in a specific form, e.g. when looking at the throughput of that resource in ingot form. For this purpose, a +Compression-enabled Bulk Cell still inside a Cell Workbench will allow for its "compression **cutoff**" to be cycled +through, dictating the highest variant that the cell should be able to accumulate in storage and at which the +auto-compression should stop. Left-clicking this button cycles the cutoff down towards the smallest unit item, while +right-clicking cycles backwards towards higher and higher compressed variants. + +![Bulk Cell default cutoff](assets/diagrams/bulk_cell_cutoff_1.png) +![Bulk Cell lower cutoff](assets/diagrams/bulk_cell_cutoff_2.png) + +![Bulk cell cutoff contents](assets/diagrams/bulk_cell_cutoff_3.png) + +When Compression is enabled on a cell, the "filter mismatch" behaviour becomes a bit more lenient: the cell effectively +"remembers" what chain it needs to work with based on the item it has already been made to store, and if its filter is +accidentally removed somehow, it can be replaced with any of the associated variants rather than the specific variant +previously used as a filter. Furthermore, for the purposes of error correction, in the event that any crafting recipes +for some variant smaller than the item configured onto the cell are added, removed or replaced, the current "unit +factor" — i.e. how many "units" will fit in total into one instance of the configured "variant" item — is also stored +and tracked, updating accordingly when the overall chain for these variants sees such a change. + +As a last resort, if in some worst-case scenario a bulk cell is totally bricked regardless of the filter (re-)applied to +it and enters the aforementioned "recovery" mode, any smaller trace variants will be able to be recovered alongside the +base item the cell was initially partitioned to. + +## Decompression Module + + + + + + +So far, so good. We know that with Compression enabled, a Bulk Cell can easily work with any corresponding variants when +inserted or extracted either by a player or devices like the and +. Now, what about auto-crafting? + +This one is a bit more complicated. In AE2, the [auto-crafting](ae2:ae2-mechanics/autocrafting.md) system relies on the +assumption that "what you see is what you get". If the storage system only reports, for example, 5 iron ingots, then the +crafting system will assume that, without a [pattern](ae2:ae2-mechanics/autocrafting.md#patterns) there to tell it how +to make more iron ingots, it will only have those 5 to work with for a given crafting job and be unable to carry it out +if more ingots are required. The problem arises, then, that with Compression set up for a Bulk Cell that happens to be +storing iron ingots, the storage system may well never report any more than (typically) 8 ingots at any given moment if +the cell is set to a higher cutoff, leaving the crafting system unable to work with any job which may eventually require +more iron ingots to fulfil a previous step. + +The solution to this problem comes in the form of the **MEGA Decompression Module**, a relatively plain cable part that +serves almost as an extension to a regular network's auto-crafting system and facilities. + + + +When a Decompression Module is placed anywhere on the network, it will continuously scan the network for any connected +Compression-enabled Bulk Cells and automatically generate a set of specialised "fake patterns" for every such cell it +finds, covering every item in the variant chain corresponding to that cell. These patterns are then handled completely +internally, without the need for any dedicated or + set-ups, allowing the crafting system to continue operating as normal by +"crafting" more of an item that is technically already being stored anyway. + +![Decompression patterns](assets/diagrams/bulk_cell_decompression.png) + +These patterns respond accordingly to the cutoff set on an individual Bulk Cell; patterns generated for variants smaller +than the cutoff item take their previous higher variant to be crafted *down* into several of those smaller variants, +while patterns generated for larger variants take several of the previous smaller variant to be crafted up. Whichever +direction is taken for these patterns, however, every variant on either side of the cutoff point is still automatically +accounted for in case a larger crafting job requires them. + +The module also allows for a "global" [priority](ae2:ae2-mechanics/autocrafting.md#priority) to be set for all these +patterns together, relative to any regular crafting infrastructure such as Pattern Providers with their own patterns for +a given variant item, by right-clicking on the module to open the priority menu. + +The Decompression Module is very much a "set it and forget it" device, and you typically only need one module on a given +network for all of its auto-crafting functionality to be enabled. ***KEEP IN MIND, HOWEVER***, that the module only +functions on a same-network basis and can only keep track of any cells hooked up to ME Chests and Drives on the same +main network as itself. It ***WILL NOT WORK*** across [subnetworks](ae2:ae2-mechanics/subnetworks.md), for example, so you should ensure that your +Bulk storage remains centralised within your main network for the module to recognise it all. diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/crafting.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/crafting.md new file mode 100644 index 000000000000..3275735f0f28 --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/crafting.md @@ -0,0 +1,84 @@ +--- +navigation: + title: MEGA Auto-Crafting + icon: 256m_crafting_storage + parent: index.md + position: 020 +categories: + - megacells +item_ids: + - mega_crafting_unit + - 1m_crafting_storage + - 4m_crafting_storage + - 16m_crafting_storage + - 64m_crafting_storage + - 256m_crafting_storage + - mega_crafting_accelerator + - mega_crafting_monitor + - mega_pattern_provider + - cable_mega_pattern_provider +--- + +# MEGA Cells: Auto-Crafting + + + + + + +## MEGA [Crafting CPUs](ae2:items-blocks-machines/crafting_cpu_multiblock.md) + + + + + + + + + + +As with storage cells, MEGA also provides its larger tiers of storage for crafting CPUs. Although these, too, require +their own dedicated version of the to accommodate for their increase in power, they +will still handle even the biggest crafting jobs easily with more memory, while also looking *pretty damn cool* in +black. + + + + + + + + +As an added bonus, MEGA also provides its own equivalent to the , though with +the advantage of providing not one, but *FOUR* coprocessing threads in the space of each single added coprocessor block. + + + + +And just for the sake of a full package, there is also a MEGA equivalent to the . +This one doesn't actually function any differently to the regular monitor at all, but it does serve as a complement to +the aforementioned units for users looking to maintain some aesthetic consistency and retain the same sleek, dark +look across their whole CPU multiblock. + + + + +## MEGA Pattern Provider + + + + + + + + +Serving as a companion to the , the **MEGA Pattern Provider** maintains the +trend of providing larger variants of appropriate AE2 devices by doubling the pattern capacity, allowing for a total of +18 patterns to be held within and handled by it. This does, however, come with the trade-off of only being able to hold +[**processing patterns**](ae2:items-blocks-machines/patterns.md), so it will not quite work with the +. + + + + + diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/energy.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/energy.md new file mode 100644 index 000000000000..18c35f377db4 --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/energy.md @@ -0,0 +1,41 @@ +--- +navigation: + title: Energy Storage + icon: greater_energy_card + parent: index.md + position: 030 +categories: + - megacells +item_ids: + - mega_energy_cell + - greater_energy_card +--- + +# MEGA Cells: Energy + +It would be remiss, of course, for MEGA to not also provide any larger form of [energy](ae2:ae2-mechanics/energy.md) +storage, so thankfully that base is also covered here. + +## Superdense Energy Cell + + + +The *Superdense Energy Cell* holds 8 times as much energy as a and 64 times as +much as a standard , for a total of up to 12.8 *million* AE per cell. Perfect for those +especially large [Spatial IO](ae2:ae2-mechanics/spatial-io.md) setups and transfer operations requiring an immense +energy buffer, now in a more compact block space! + + + +## Greater Energy Card + + + +Further still, the Superdense Energy Cell can be used to craft a more souped up version of the +, providing an even greater energy buffer to any wireless infrastructure such as +portable storage cells and [wireless terminals](ae2:items-blocks-machines/wireless_terminals.md). AE2's own such devices +will support it just as well as the regular Energy Card. However, the more demanding +[MEGA portable cells](storage.md#portable-cells) will support *only* the Greater Energy Card to increase their battery +capacity. + + diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/extras.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/extras.md new file mode 100644 index 000000000000..8459606cfeaf --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/extras.md @@ -0,0 +1,87 @@ +--- +navigation: + title: Extras + icon: mega_interface + parent: index.md + position: 060 +categories: + - megacells +item_ids: + - mega_interface + - cell_dock + - portable_cell_workbench +--- + +# MEGA Cells: Extras + +With the main premise of the add-on addressed, we now conclude with some of the smaller extra features and additions +provided by MEGA for the sake of both completeness and a bit more experimentation. + +## MEGA Interface + + + + + + + + +As a complement to the , the **MEGA Interface** serves as a +double-capacity version of the . Twice the slots, twice the I/O and throughput, and twice +the stock-keeping. + + + + +## Portable Cell Workbench + + + +Somewhat out of character for the rest of the add-on, the **Portable Cell Workbench** is a... *smaller* version of +the . Small enough, in fact, to fit just in the palm of your hand, while still +capable of configuring any storage cell as normal. + +One can only wonder how a whole workbench could have fit into this thing. + + + +## Cell Dock + + + + + + +Finally, we have something else that's once again smaller rather than larger, which is why it seemed more out-of-place +than anything to call it a "MEGA" item. + +The **ME Cell Dock** is, in some ways, like a more compact version of the , able to hold +within itself one storage cell at a time. While it may lack some of the extra functionality of the Chest — namely, its +built-in terminal — it still makes for a fine compact storage provider. In particular, since it comes in the form of a +"flat" [cable part](ae2:ae2-mechanics/cable-subparts.md), a single cable can hold multiple Cell Docks within the same +one-block space. Perhaps one may find it useful in the case of a compact subnetwork requiring some kind of temporary +buffer storage. + + + +## "Classic Cell Colours" + +As an optional visual throwback, MEGA provides the following bundled resource pack which the user may choose to enable. + +![Classic Cell Colours resource pack](assets/diagrams/cell_colours_pack.png) + +In releases of both AE2 and its add-ons prior to Minecraft 1.21, the old textures for any sets of storage cells followed +a 5-point colour scheme, starting from a reddish brown for 1k cells and shifting through yellow, green and blue towards +a final light violet/lavender hue for 256k. MEGA also followed this trend with its own cell tiers, starting from a deep +red at 1M and ending with a deeper violet at 256M. + +![Old cell textures](assets/diagrams/cell_colours_old.png) + +With the wider texture overhaul introduced in AE2 post-1.20.x, storage cells were also adapted to follow a somewhat +wider colour palette, with AE2's base storage cells following a blue-to-green hue shift along its tier progression and +MEGA intending to continue the progression from yellow to red to pink. While this is also quite nice, it didn't seem +like a bad idea to also include the option for the old colouring system for those who may have preferred it over the +current one. + +![AE2 cell colours](assets/diagrams/cell_colours_ae2.png) +![MEGA cell colours](assets/diagrams/cell_colours_mega.png) diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/index.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/index.md new file mode 100644 index 000000000000..13ccfd5ec4ea --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/index.md @@ -0,0 +1,55 @@ +--- +navigation: + title: "Add-on: MEGA Cells" + position: 80 +item_ids: + - accumulation_processor + - accumulation_processor_press + - printed_accumulation_processor + - sky_steel_ingot + - sky_steel_block +--- + +# MEGA Cells + +![MEGA Cells logo](assets/logo.png) + +## Introduction + +**MEGA Cells** is an add-on for Applied Energistics 2 providing higher tiers of storage, ranging in capacity from **1M** +to as high as **256M**, while also providing some bespoke features such as more specialised storage cells and extra +related tooling. + +## Getting Started + + + + + + +To reach new heights on storage, new materials are needed. The most important resource you will need to gather in +preparation for setting up MEGA infrastructure is plenty of , as this will need to +be transformed into **Sky Steel** alloy ingots together with Iron and a +. Water won't be enough for metalwork, however, so you'll need a much +hotter fluid to melt these down and transform them with. + + + + + +Once you have some Sky Steel, you can use it to assemble a brand-new processor type, known as the **Accumulation +Processor**. This processor serves as the distinct "backbone" of almost every MEGA device, be they the standard +larger-capacity cells or any of the other specialised tools. + + + + + + + +From this point on, you are ready to progress further with the offerings of "*MEGA Corp.*" and unlock the full potential +of your ME storage and infrastructure. + +## Further Reading + + diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/radioactive_cell.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/radioactive_cell.md new file mode 100644 index 000000000000..e22776588af4 --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/radioactive_cell.md @@ -0,0 +1,56 @@ +--- +navigation: + title: Radioactive Chemical Cell (AppMek-exclusive) + icon: radioactive_chemical_cell + parent: index.md + position: 050 +categories: + - megacells +item_ids: + - radioactive_cell_component + - radioactive_chemical_cell +--- + +# MEGA Cells: Radioactive Chemical Cell + +As part of its wider cross-add-on integration, MEGA features a second specialised cell exclusive to players also using +*Mekanism* and the ***Applied Mekanistics*** add-on. If you're not using either of these and the recipes below are +errored out instead, you can safely ignore this page and pretend this cell doesn't exist. + +## Radioactive Chemical Cell + + + + + + +The **MEGA Radioactive Chemical Cell**, as the name would imply, serves as a complement to the regular storage cells +offered by *Applied Mekanistics* (and MEGA's own integration with this) to store *Mekanism*'s "chemicals". Normally, +when using the regular chemical cells, one might have noticed that these come with a caveat: they will not store any +chemical that is *radioactive*, which in Mekanism itself chiefly includes *Nuclear Waste*, *Polonium* and *Plutonium*. +The Radioactive Cell, of course, stores nothing *but* the aforementioned chemicals. + + + + + + +The Radioactive Cell is not too dissimilar to the in that it can only store +one given type of radioactive chemical and it must be partitioned before it can operate. This where the similarities end +between the two, however; the Radioactive Cell only stores a finite amount of this chemical, at a maximum of *256 +[bytes](ae2:ae2-mechanics/bytes-and-types.md)*. That is, however, the equivalent of *2048 buckets* — or 4 Nuclear Waste +Barrels' worth of this radioactive chemical — in the space of a single cell. + +![Radioactive Cell with polonium](assets/diagrams/radioactive_cell.png) + +In order to contain and store such volatile substances, the cell does require a good amount more energy to (somehow!) +keep these in a relatively stable state. Compared to the typical power draw of 0.5 AE/tick for the +, 2.5 AE/t for the and 5 AE/t +for the , one Radioactive Cell draws a whopping **250 AE/tick** while +within a connected ME Chest/Drive. + +Lastly, to encourage Mekanism players to continue properly managing their nuclear waste as intended, the Radioactive +Cell still explicitly disallows ***Spent** Nuclear Waste* from being stored within it. *By default*, you're not getting +off the hook that easily in keeping your nuclear reactor stations in check. For players who still just want to take the +easy way out, however, this behaviour is configurable. *How* this behaviour is configured is left as an exercise for the +reader. diff --git a/projects/1.21/assets/mega-cells/megacells/ae2guide/storage.md b/projects/1.21/assets/mega-cells/megacells/ae2guide/storage.md new file mode 100644 index 000000000000..3b7c5ea90186 --- /dev/null +++ b/projects/1.21/assets/mega-cells/megacells/ae2guide/storage.md @@ -0,0 +1,158 @@ +--- +navigation: + title: MEGA Storage + icon: item_storage_cell_256m + parent: index.md + position: 010 +categories: + - megacells +item_ids: + - cell_component_1m + - cell_component_4m + - cell_component_16m + - cell_component_64m + - cell_component_256m + - mega_item_cell_housing + - mega_fluid_cell_housing + - mega_chemical_cell_housing + - mega_source_cell_housing + - mega_mana_cell_housing + - mega_experience_cell_housing + - item_storage_cell_1m + - item_storage_cell_4m + - item_storage_cell_16m + - item_storage_cell_64m + - item_storage_cell_256m + - fluid_storage_cell_1m + - fluid_storage_cell_4m + - fluid_storage_cell_16m + - fluid_storage_cell_64m + - fluid_storage_cell_256m + - chemical_storage_cell_1m + - chemical_storage_cell_4m + - chemical_storage_cell_16m + - chemical_storage_cell_64m + - chemical_storage_cell_256m + - source_storage_cell_1m + - source_storage_cell_4m + - source_storage_cell_16m + - source_storage_cell_64m + - source_storage_cell_256m + - mana_storage_cell_1m + - mana_storage_cell_4m + - mana_storage_cell_16m + - mana_storage_cell_64m + - mana_storage_cell_256m + - experience_storage_cell_1m + - experience_storage_cell_4m + - experience_storage_cell_16m + - experience_storage_cell_64m + - experience_storage_cell_256m + - portable_item_cell_1m + - portable_item_cell_4m + - portable_item_cell_16m + - portable_item_cell_64m + - portable_item_cell_256m + - portable_fluid_cell_1m + - portable_fluid_cell_4m + - portable_fluid_cell_16m + - portable_fluid_cell_64m + - portable_fluid_cell_256m + - portable_chemical_cell_1m + - portable_chemical_cell_4m + - portable_chemical_cell_16m + - portable_chemical_cell_64m + - portable_chemical_cell_256m + - portable_source_cell_1m + - portable_source_cell_4m + - portable_source_cell_16m + - portable_source_cell_64m + - portable_source_cell_256m + - portable_mana_cell_1m + - portable_mana_cell_4m + - portable_mana_cell_16m + - portable_mana_cell_64m + - portable_mana_cell_256m + - portable_experience_cell_1m + - portable_experience_cell_4m + - portable_experience_cell_16m + - portable_experience_cell_64m + - portable_experience_cell_256m + - sky_bronze_ingot + - sky_bronze_block + - sky_osmium_ingot + - sky_osmium_block +--- + +# MEGA Cells: Storage + + + + + + +## MEGA [Storage Cells](ae2:items-blocks-machines/storage_cells.md) + + + + + + + + + + +As mentioned earlier, the serves as the first step towards putting +together any MEGA infrastructure, and this includes its own higher tiers of storage cells to start with. With this +processor, a can be taken *even further beyond*, from **1M** (equivalent to +"1024k") onwards to the highest M tier of **256M** — over *one thousand* times higher in capacity than 256k. + + + + + + + +Of course, more capable storage will require a more capable housing to boot, which is where some more Sky Steel comes in +to craft an item cell housing for your new M-tier components. + + + + + + + +For fluids and everything beyond, there are also dedicated housings. As it turns out, Sky Stone is powerful enough that +it can alloy with some other metals to also form the appropriate cells, such as copper to make fluid cell housings out +of **Sky Bronze**. Even outside of this guide, whatever you can think of may be supported by MEGA and a dedicated cell +with its own housing type. + + + + + + + + + + + + + + + + +## MEGA [Portable Cells](ae2:items-blocks-machines/storage_cells.md#portable-item-storage) + +MEGA also provides portable versions of all its cells just as AE2 itself does, though the increased capacity of these +cells will demand a fair bit more energy. As such, note that these are crafted with a + as opposed to a regular . + +While these portable cells also support the full range of [upgrades](ae2:items-blocks-machines/upgrade_cards.md) that +regular ME portable cells do, their increased battery and overall hunger for power means that the regular + is not *quite* strong enough to support them. For this purpose, only the + will do. + + + + diff --git a/projects/1.21/assets/mega-cells/megacells/lang/en_us.json b/projects/1.21/assets/mega-cells/megacells/lang/en_us.json index a810cca3f6ea..3efdc51e7aec 100644 --- a/projects/1.21/assets/mega-cells/megacells/lang/en_us.json +++ b/projects/1.21/assets/mega-cells/megacells/lang/en_us.json @@ -20,18 +20,20 @@ "gui.tooltips.megacells.Compression": "Compression: %s", "gui.tooltips.megacells.CompressionCutoff": "Bulk Compression Cutoff", "gui.tooltips.megacells.Contains": "Contains: %s", + "gui.tooltips.megacells.ContainsTraceUnits": "Contains trace units!", "gui.tooltips.megacells.Cutoff": "Cutoff: %s", "gui.tooltips.megacells.Disabled": "Disabled", "gui.tooltips.megacells.Empty": "Empty", "gui.tooltips.megacells.Enabled": "Enabled", "gui.tooltips.megacells.FilterChemicalUnsupported": "Filter chemical unsupported!", - "gui.tooltips.megacells.MismatchedFilter": "Mismatched filter!", + "gui.tooltips.megacells.MismatchedFilter": "Mismatched filter! (%s)", "gui.tooltips.megacells.NotInstalled": "%s not installed.", "gui.tooltips.megacells.NotPartitioned": "Not Partitioned", "gui.tooltips.megacells.NotYetAvailable": "Not yet available.", "gui.tooltips.megacells.PartitionedFor": "Partitioned for: %s", "gui.tooltips.megacells.ProcessingOnly": "Supports processing patterns only.", "gui.tooltips.megacells.Quantity": "Quantity: %s", + "gui.tooltips.megacells.TraceUnits": "Trace Units: %s (%s)", "gui.tooltips.megacells.WorkbenchCell": "Cell:", "gui.tooltips.megacells.WorkbenchConfig": "Config:", "item.megacells.accumulation_processor": "Accumulation Processor", diff --git a/projects/1.21/assets/mega-cells/megacells/lang/zh_cn.json b/projects/1.21/assets/mega-cells/megacells/lang/zh_cn.json index 9f0d8740e278..34016cbd0dcc 100644 --- a/projects/1.21/assets/mega-cells/megacells/lang/zh_cn.json +++ b/projects/1.21/assets/mega-cells/megacells/lang/zh_cn.json @@ -20,18 +20,20 @@ "gui.tooltips.megacells.Compression": "压缩:%s", "gui.tooltips.megacells.CompressionCutoff": "大宗压缩截断", "gui.tooltips.megacells.Contains": "装有:%s", + "gui.tooltips.megacells.ContainsTraceUnits": "装有零碎物品!", "gui.tooltips.megacells.Cutoff": "截断:%s", "gui.tooltips.megacells.Disabled": "禁用", "gui.tooltips.megacells.Empty": "空", "gui.tooltips.megacells.Enabled": "启用", "gui.tooltips.megacells.FilterChemicalUnsupported": "尚未支持化学品过滤!", - "gui.tooltips.megacells.MismatchedFilter": "过滤不匹配!", + "gui.tooltips.megacells.MismatchedFilter": "过滤不匹配!(%s)", "gui.tooltips.megacells.NotInstalled": "未安装%s。", "gui.tooltips.megacells.NotPartitioned": "未分区", "gui.tooltips.megacells.NotYetAvailable": "尚未可用。", "gui.tooltips.megacells.PartitionedFor": "分区至:%s", "gui.tooltips.megacells.ProcessingOnly": "仅支持处理样板。", "gui.tooltips.megacells.Quantity": "数量:%s", + "gui.tooltips.megacells.TraceUnits": "零碎物品:%s(%s)", "gui.tooltips.megacells.WorkbenchCell": "元件:", "gui.tooltips.megacells.WorkbenchConfig": "配置:", "item.megacells.accumulation_processor": "累积处理器", @@ -64,7 +66,7 @@ "item.megacells.fluid_storage_cell_256m": "256M MEGA流体存储元件", "item.megacells.fluid_storage_cell_4m": "4M MEGA流体存储元件", "item.megacells.fluid_storage_cell_64m": "64M MEGA流体存储元件", - "item.megacells.greater_energy_card": "大型能量卡", + "item.megacells.greater_energy_card": "大型能源卡", "item.megacells.item_storage_cell_16m": "16M MEGA物品存储元件", "item.megacells.item_storage_cell_1m": "1M MEGA物品存储元件", "item.megacells.item_storage_cell_256m": "256M MEGA物品存储元件",